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Mailing List Logs for ShadowRN

From: Erik S Jameson <esj@***.UUG.ARIZONA.EDU>
Subject: Boot to the Head!
Date: Sun, 9 Oct 1994 16:06:31 -0700
I said this once before, but I'll say it again because it seems to have
been lost in the fallout over this helmet/called shot thing.

Helmets may indeed be stronger than the rest of the armor, but armor
designs for people and for tanks are vastly different...

I'm sorry, but I just don't buy it. If I take a called shot (which, BTW,
can be to ANYTHING, not just a "weak spot" or other such drek) to
someone's unarmored head, WHY should they get the advantage of the armor
jacket they're wearing? It makes absolutely NO sense what so ever!!
No, FASA has not given hit locations or different wound types, but who
cares? If I decide to shoot someone where they are unarmored, or less
armored, then they should ONLY be able to resist with the armor that is
covering that part of the body. What FASA meant by having helmets add
onto the normal armor value is this: the normal shot is not aimed at any
specific area; it's too hard. So helmets provide additional "cover".
For the whole body, when the shots are not aimed.

But what happens when I do aim my bullet to the head? The victim only
gets their helmet to resist. Yea, this sucks drek for a lot of you out
there because it makes to game more lethal. But I, for one, love those
runs when you only survive because you were able to make that last second
called shot. The same concept also holds true for any other body
location that is not armored. The armored jacket does not cover the
legs. Normally, this is not important. But if I decide to try to
kneecap someone, then the lack of protection becomes a factor

Again, the reason this works is that in combat situations, you are just
aiming at the person. Probably the chest area because it is the biggest
target. You aren't normally aiming at any part in particular. Yes, this
is all an abstraction of real life combat, but it is simple to use. I
like what someone else said about roleplaying armor. No or little
damage, it hits the vest. Mondo hurts mean the shot hit somewhere the
armor wasn't.

All in all, this whole discussion is mostly academic. But for those
times when you are doing a called shot to a body location, then I suggest
only using the armor value that protects that area. If this makes your
game too lethal for your taste, then make called shots to body parts
harder. I mean, it not's going to be easy to hit an arm that is moving
around...

In any case, I know this was long, but the discussion was beginning to
bother me, so I just had to rant a little. Thanks. And please, this
wasn't directed at anyone in particular, so...

Erik, a.k.a. the Whistler

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.